http://videogames.gigcities.com
Hacking the PSP ™
Cool Hacks, Mods, and Customizations for the Sony
®PlayStation
®Portable
Auri Rahimzadeh
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Hacking the PSP ™
Cool Hacks, Mods, and Customizations for the Sony
®PlayStation
®Portable
Auri Rahimzadeh
For general information on our other products and services or to obtain technical support, please contact our Customer Care Department within the U.S. at (800) 762-2974, outside the U.S. at (317) 572-3993 or fax (317) 572-4002.
Library of Congress Cataloging-in-Publication Data Rahimzadeh, Auri, 1975–
Hacking the PSP : cool hacks, mods and customizations for the Sony PlayStation portable / Auri Rahimzadeh.
p. cm.
Includes index.
ISBN-13: 978-0-471-77887-5 (paper/website) ISBN-10: 0-471-77887-7 (paper/website)
1. Computer games—Programming. 2. Sony video games. I. Title.
QA76.76.C672R34 2005 794.8'1526—dc22
2005032052
Trademarks: Wiley, the Wiley logo, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission. ExtremeTech and the ExtremeTech logo are trademarks of Ziff Davis Publishing Holdings, Inc. Used under license. All rights reserved. Sony and PlayStation Portable are trademarks or registered trademarks of Sony Corporation. All other trademarks are the property of their respective owners. Wiley Publishing, Inc., is not associated with any product or vendor mentioned in this book.
Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books.
Hacking the PSP™: Cool Hacks, Mods, and Customizations for the Sony®PlayStation®Portable Published by
W
Wiilleeyy PPuubblliisshhiinngg,, IInncc..
10475 Crosspoint Boulevard Indianapolis, IN 46256 www.wiley.com
Copyright © 2006 by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada
ISBN-13: 978-0-471-77887-5 ISBN-10: 0-471-77887-7
Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1
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No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley.com/go/permissions.
LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ.
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About the Author
Auri Rahimzadeh has been tinkering with computers ever since he was six years old and loves all technology. Auri collects computers and has been involved with many computer projects, including teaching computers alongside Steve Wozniak, co-founder of Apple Computer. Auri has written hundreds of articles on various computer technologies; has contributed to many standards including HDTV, DVD, and interactive television; and is the author of Geek My Ride, a book on geeking out cars, another ExtremeTech title also published by Wiley. Auri has also contributed to computer education for students across the country and has promoted tech- nology awareness through the Indianapolis Computer Society, where he has served as president for three years. Currently, Auri is a software engineer and spends his free time programming, chatting at Starbucks, and going to Pacers games.
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Credits
Executive Editor Chris Webb
Development Editor Howard A. Jones
Senior Development Editor Kevin Kent
Copy Editor Kathryn Duggan Editorial Manager Mary Beth Wakefield Production Manager Tim Tate
Vice President and Executive Group Publisher
Richard Swadley
Vice President and Executive Publisher Joseph B. Wikert
Project Coordinator Ryan Steffen
Graphics and Production Specialists Carrie Foster
Lauren Goddard Denny Hager Jennifer Heleine Stephanie D. Jumper Barbara Moore Lynsey Osborn Melanee Prendergast Janet Seib
Alicia B. South
Quality Control Technicians Robert Springer
Brian H. Walls Proofreading Sossity R. Smith Indexing
Johnna VanHoose Dinse Cover Design
Anthony Bunyan
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Acknowledgments
T
o my family—my Mom and Dad, Karen and Fred; my stepparents, Richard and Julie; and my awesome brothers and sister, Noah, Max, and Chloe. Without their support, this book would never have seen the light of day. Without my Mom and Dad, neither would I.A special thanks goes to my grandparents, Alvin and Irene Goodman and Rabbi and Devorah Rahimzadeh. Rabbi, even though you’re gone, you’re always in my heart. I’ve been lucky to have such caring, loving, inspiring grandparents.
Thanks to Richard Doherty, a brilliant engineer, analyst, and friend, whose insight into the PSP’s inner workings is incredible and his willingness to help tech edit my book was very much appreciated. Many thanks again to my good friend Steve Wozniak, not only a brilliant technol- ogist but also the man who believed in me and put my technology career into perspective and who continues to help anyone with a passion for technology succeed with their dreams. Steve, you truly are an amazing human being.
To my friends Josh Louden (for being enthusiastic about programming), Dirk Cosemans (for all his engineering assistance), Geoff Smith (for ideas), the rest of the Smith family (Mary, Doug, Brad, and Emily, for their support), the Millers (Laurie, Phil, and Bryon, for their support and a place to stay in California), Jerry Pournelle (for getting me ever more excited about writing books), Andy Marken of Marken Communications (man, you know communications), Peter Glaskowsky (man, you know graphics), and those of you I failed to mention here, you know who you are (and I’m sure you’ll let me know, too!).
To Chris Webb, who got me hooked on writing books—thank you so very, very much. To Howard Jones, my development editor—thanks for all of your hard work and a job well done.
And of course, to the incredibly dedicated and hardworking team at Wiley—thank you for all your effort and help in this adventure.
To my friend William “Bill” Fulco—you will be missed.
To my friend Anthony “Tony” Rose—the best attorney, ever (and friend). Sorry I forgot to mention you in my first book.
To the hackers and committed software developers who work so hard to make the PSP an awesome device.
And, of course, to my teachers. To quote a phrase: “If you can read this, thank your teacher.”
For those of you looking to get into technology or write your own book, I offer you some advice, originally by Benjamin Franklin (or so all my research on the Internet says):
“Never confuse motion with action.”
As always—GO PACERS! (Think that’ll score me some tickets?)
Contents at a Glance
Chapter 1: Introduction . . . 1
Chapter 2: Overview of the PSP . . . 7
Chapter 3: Quickies . . . 15
Chapter 4: Taking Apart Your PSP . . . 37
Chapter 5: Getting Online: Configuring Your PSP for Networking . . . 53
Chapter 6: The Web on Your PSP . . . 61
Chapter 7: Online Hacks . . . 91
Chapter 8: Offline Hacks . . . 101
Chapter 9: Game Hacks . . . 115
Chapter 10: Video Hacks . . . 127
Chapter 11: Audio Hacks . . . 149
Chapter 12: Image and Photo Hacks . . . 161
Chapter 13: Getting More Power . . . 177
Chapter 14: Taking Your PSP on the Road. . . 191
Chapter 15: Running Linux and Windows on the PSP . . . 213
Chapter 16: Reverting from a 2.0 PSP to a 1.5 PSP . . . 219
Chapter 17: Programming the PSP: Setting Up the Development Environment . . . 237
Chapter 18: Programming the PSP: Hello World . . . 249
Chapter 19: Running Homebrew Applications. . . 259
Chapter 20: Navigating the Unofficial PSP SDK . . . 265
Chapter 21: Alternative Development Languages . . . 271
Chapter 22: Distributing Your Applications . . . 275
Chapter 23: Synchronization and Utility Software . . . 277
Appendix A: Additional Resources . . . 287
Appendix B: PSP Maintenance and Frequently Asked Questions . . . 293
Index . . . 307 02_778877 ftoc.qxp 12/5/05 9:11 PM Page viii
Contents
Chapter 1: Introduction . . . 1
What Is Hacking?. . . 1
What You Need for These Hacks . . . 2
Regarding Your Warranty . . . 4
How to Read This Book . . . 4
How This Book Is Organized. . . 4
Networking Hacks . . . 4
Audio Hacks . . . 5
Video Hacks . . . 5
Image Hacks . . . 5
Game Hacks . . . 5
Homebrew Applications and Programming . . . 5
Appendixes . . . 5
Conventions Used in This Book . . . 6
Chapter 2: Overview of the PSP . . . 7
Sony’s PSP Strategy . . . 7
Full Technical Specifications of the PSP . . . 7
Video Capabilities. . . 9
Battery Life . . . 10
Networking Capabilities . . . 11
PSP Firmware Versions and Why They Matter . . . 11
UMD, the “Universal” Media Disc . . . 12
Summary. . . 13
Chapter 3: Quickies. . . 15
Using Non-Duo Memory Sticks . . . 15
Step 1: Sand Down the Duo Connector So It Fits Properly in the PSP . . . . 16
Step 2: Attach the Adapter Ribbon Wire to the Memory Stick Adapter Case . . . 18
Step 3: Use the Memory Stick . . . 19
Viewing eBooks on Your PSP . . . 19
Converting eBooks with PaperlessPrinter or JPEGBook. . . 20
The PSP as a Storage Device . . . 25
Syncing the PSP with Your Computer . . . 26
Changing the PSP’s Background Color and Wallpaper Image . . . 27
New Background Features in Firmware 2.0 . . . 28
Changing Your Wallpaper . . . 28
Saving Xbox Games on Your PSP . . . 29
Step 1: Get to the Save Game Point in an Xbox Game . . . 31
Step 2: Plug Your PSP into the Xbox USB Adapter . . . 31
Step 3: Put Your PSP in USB Connection Mode . . . 32
Step 4: Save . . . 33
Preventing Screen Glare . . . 34
Summary. . . 36
Chapter 4: Taking Apart Your PSP . . . 37
Getting Replacement Parts . . . 37
Opening Up Your PSP and Removing Parts . . . 38
What You Need . . . 38
Step 1: Prepare the PSP . . . 39
Step 2: Remove the Back Plane . . . 40
Step 3: Remove the Metal Button Bar . . . 42
Step 4: Remove the Screen . . . 43
Step 5: Remove the Metal Screen Holder . . . 45
Step 6: Carefully Remove the Circuit Strips . . . 46
Step 7: Remove the Mainboard . . . 48
Step 8: Remove the Wi-Fi Shielding Plate . . . 49
Step 9: Remove the Wi-Fi + Memory Stick Board. . . 50
Summary. . . 51
Chapter 5: Getting Online: Configuring Your PSP for Networking . . . . 53
Configuring Wireless Internet Access . . . 53
Turning Wireless On and Off. . . 53
Set Up a Networking Profile . . . 54
Speeding Up Wireless Internet Access . . . 59
Summary. . . 60
Chapter 6: The Web on Your PSP . . . 61
Sony’s Official Web Browser . . . 61
Scrolling Web Pages in Sony’s Web Browser . . . 62
Tabbed Browsing in Sony’s Web Browser . . . 62
Quick Overview of Buttons and Menu Options . . . 63
Buttons . . . 63
Menus . . . 64
Resolving Out of Memory Errors . . . 67
Viruses and the PSP . . . 67
Web Sites Formatted for the PSP . . . 68
Sony’s Official PSP Web Site . . . 68
Downloading Files with Sony’s Web Browser . . . 68
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Importing Favorites from Internet Explorer into Your PSP’s Web Browser
Using BROWSER 2 PSP . . . 69
Step 1: Organize Your Favorites . . . 69
Step 2: Export Your Internet Explorer Favorites . . . 70
Step 3: Launch BROWSER 2 PSP. . . 71
Step 4: Copy Bookmarks Over to PSP . . . 71
Wipeout Pure: A Cool Game with a Fantastic Feature . . . 72
Get a Web Server . . . 72
Download the DNS Server . . . 75
Configure the DNS Server . . . 75
Configure the DNS Server . . . 82
Create the Wipeout Directory . . . 84
Build Your Portal Web Page . . . 84
Set up a Networking Profile for Your Hack. . . 85
Launch Wipeout Pure . . . 87
Surf! . . . 88
What If It Doesn’t Work?. . . 89
Summary. . . 90
Chapter 7: Online Hacks . . . 91
Sites Optimized for Mobile Devices. . . 92
AOL Instant Messenger . . . 92
Accessing Most of the Messenger Services for Free . . . 94
Viewing RSS Feeds . . . 94
Accessing E-mail and Webmail . . . 97
Sony PSP Web Browser Tips . . . 98
Summary. . . 99
Chapter 8: Offline Hacks . . . 101
Viewing Saved Web Pages on Your PSP . . . 101
Step 1: Find Web Content. . . 102
Step 2: Print Your Web Pages Using Paperless Printer . . . 102
Step 3: Copy the Files to Your PSP . . . 103
Step 4: Take It with You . . . 103
Taking Maps with You . . . 105
Step 1: Find the Map and Directions . . . 106
Step 2: Print the Directions Using Paperless Printer . . . 106
Step 3: Copy the Files to Your PSP . . . 107
Step 4: View the Directions on Your PSP . . . 107
Converting PowerPoint Presentations . . . 109
Step 1: Export the Images . . . 109
Step 2: Copy Images to PSP. . . 110
Step 3: View Your Presentation . . . 110
What If You Want the Animations?. . . 112
Summary . . . 113
Chapter 9: Game Hacks . . . 115
Play Multiplayer Games with Only One Game UMD . . . 115
Running the Hack . . . 116
Step 1: Create the Mutliplayer Game on System 1 . . . 116
Step 2: Eject the UMD Disc from System 1 . . . 117
Step 3: Load and Join the Game with System 2. . . 117
Step 4: Swap the UMD Back to System 1 . . . 118
Step 5: Make One Last Swap to System 2, then Play . . . 118
The PSP’s Saved Data Utility . . . 120
Backing Up Games . . . 121
Changing the Saved Game Background Image . . . 123
Step 1: Back Up the Original Background Image and Copy the New Image . . . 124
Step 2: View the Image . . . 124
Restoring Game Backups . . . 125
Summary . . . 126
Chapter 10: Video Hacks . . . 127
Play Almost Anything—But There’s a Catch . . . 127
Less Data Means More Video . . . 127
UMD: The Not-So-Universal Universal Media Disc . . . 127
Out-of-the-Box Limitations on Media Format Compatibility . . . 128
Getting Videos on Your PSP . . . 128
Converting and Transferring Video to Your PSP . . . 129
Windows Step 1: Download and Configure PSP Video 9 . . . 130
Mac Step 1: Download iPSP Media Manager . . . 130
Step 2: Find the Video to Convert . . . 131
Step 3: Convert the Video . . . 132
Optional: Modify Video Encoding Settings. . . 134
Step 4: Transfer the Video . . . 135
Step 5: Play the Video . . . 135
TivoToGo Video on the PSP . . . 136
Step 1: Get the Latest Version of the TiVo Service . . . 137
Step 2: Connect the TiVo to Your Home Network . . . 137
Step 3: Download and Install TiVo Desktop . . . 137
Step 4: Transfer Video from Your TiVo . . . 137
Step 5: Convert the Video . . . 138
Step 6: Transfer the Video to Your PSP . . . 138
Step 7: Play the Video . . . 139
ReplayTV Video on Your PSP . . . 139
Step 1: Download WinReplayPC . . . 139
Step 2: Set Up your ReplayTV on the Network . . . 140
Step 3: Transfer Videos from your ReplayTV . . . 141
Step 4: Convert the Transferred Videos . . . 143
Step 5: Transfer the Videos to Your PSP . . . 144
Step 6: Play the Videos . . . 144
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Watching DVDs on Your PSP . . . 144
Method 1: Use a DVD Backup Program and Rip the Unprotected Movie VOB . . . 145
Method 2: Buy the UMD Version of the Movie . . . 146
Summary . . . 147
Chapter 11: Audio Hacks . . . 149
It’s All in the Firmware. . . 149
Changing Sound Equalizer Settings . . . 150
Getting Music on Your PSP . . . 150
Transferring Music to Your PSP . . . 151
Create a “PSP shuffle”—Automatically Fill Your PSP with Music . . . 151
Determining Encoded File Sizes. . . 152
Listening to AudioBooks. . . 152
Teach Your PSP How to Read . . . 153
Record the Audio . . . 155
Connect the Audio Cable . . . 155
Record the Text . . . 156
Transfer Audio to PSP. . . 156
Podcasts and PSPCasts . . . 158
Controlling iTunes with Your PSP and a Mac . . . 158
Controlling WinAmp with Your PSP . . . 159
Make Your Media Available via Web NAS Devices . . . 159
Summary . . . 160
Chapter 12: Image and Photo Hacks . . . 161
Images on the PSP . . . 161
Tips and Tricks When Viewing Images . . . 163
Photo List Mode . . . 163
Viewing an Image . . . 165
Image Conversion Programs . . . 166
Viewing Any Type of Document on the PSP . . . 166
Homebrew Viewer. . . 166
Paperless Printer and Related Software . . . 167
Creating Custom Thumbnail Previews for Video Files . . . 168
Using the PSP as a Digital Photo Album . . . 169
Offline . . . 169
Online . . . 171
Sharing Photos with Other PSP Users. . . 171
Sender . . . 172
Receiver . . . 175
Summary . . . 175
Chapter 13: Getting More Power. . . 177
Replacement Batteries . . . 177
Charging Cases . . . 178
Car Chargers and A/C Inverters . . . 179
Getting Just a Little Bit More: Build an Emergency Battery Pack . . . 182
Step 1: Charge the Batteries and Place Them in the Battery Holder . . . 184
Step 2: Solder the Snap Connector to the DC Plug . . . 186
Step 3: Play . . . 188
Summary . . . 189
Chapter 14: Taking Your PSP on the Road . . . 191
Bring Extra Power . . . 191
Bring Movies . . . 191
Bring Music . . . 191
Pack a Sturdy Case . . . 192
Building a Car Mount . . . 192
Drill Holes in the Ash Grabber . . . 199
Smooth Holes in the Ash Grabber . . . 201
Insert the Extensions into the Cup Holder Holes. . . 202
Mount the Extensions in the Cup Holder Holes . . . 202
Let the Glue Dry for Four Hours . . . 203
Score the Logitech Case . . . 203
Align the Extensions on the Case . . . 204
Verify the Case Position before Affixing the Extensions . . . 205
Mix the Epoxy . . . 206
Apply Epoxy to the Logitech Case . . . 207
Apply the Extensions to the Case . . . 208
Reattach the Lid to the Ash Grabber . . . 209
Install the Mount in the Car. . . 210
Summary . . . 211
Chapter 15: Running Linux and Windows on the PSP . . . 213
Download Bochs for PSP . . . 214
Create or Download a Hard Drive Image . . . 214
Configure Bochs . . . 214
Copy Bochs Files to Your PSP . . . 215
If You Have a 1.0 Firmware PSP . . . 215
If You Have a 1.5 Firmware PSP . . . 215
Boot Up Your PC on Your PSP . . . 216
Summary . . . 218
Chapter 16: Reverting from a 2.0 PSP to a 1.5 PSP . . . 219
Buffer Overflows . . . 219
Step 1: Make Sure the PSP Is Fully Charged and Eject Any UMD Disc . . . 221
Step 2: Download the Needed Files . . . 221
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Step 3: Create the Updater Directory . . . 221
Back Up . . . 223
Step 4: Copy the Exploit Background Image . . . 223
Step 5: Disconnect and Set Your Background Image . . . 224
Step 6: Reconnect Your PSP via the USB and Copy the Remaining Files . . . 226
Step 7: Double-Check that Your PSP Is Fully Charged and Plugged Into the Wall. . . 228
Step 8: Disconnect USB Cable and Run the Exploit . . . 228
Step 9: Run the Firmware 1.5 Update Program . . . 231
Step 10: “Repair” Your PSP . . . 233
Step 11: Configure Your PSP . . . 233
Can I Flash Back to 2.0? . . . 234
WAB Version Changer . . . 235
Getting WAB Version Changer . . . 235
Running WAB Version Changer . . . 235
Summary . . . 236
Chapter 17: Programming the PSP: Setting Up the Development Environment . . . 237
Running Your Applications . . . 238
Checking Your Firmware Version . . . 238
Basic Terms . . . 239
Getting Started . . . 239
Setting Up the Development Environment . . . 240
Installing Cygwin . . . 240
Installing the PSP SDK Toolchain . . . 244
Making the Final Cygwin Settings . . . 246
Next Stop: Hello World! . . . 247
Summary . . . 247
Chapter 18: Programming the PSP: Hello World . . . 249
Getting to Know C . . . 249
A Few Gotchas When Entering Code . . . 250
Create Your Project Folder . . . 250
The Hello World Source Code. . . 251
So What Does This Code Do?. . . 253
Creating the Make File. . . 256
Running Your Program. . . 257
Summary . . . 258
Chapter 19: Running Homebrew Applications . . . 259
The Swapsploit and K-XPloit . . . 260
K-Xploit Software for PC . . . 260
K-Xploit Software for Mac. . . 262
Running the Software . . . 262
Summary . . . 264
Chapter 20: Navigating the Unofficial PSP SDK . . . 265
Getting to the SDK Files. . . 265
Compiling the Sample Files . . . 266
Audio Library . . . 266
Controller Library . . . 266
Debugging Library . . . 266
Graphics Unit (GU) Library . . . 267
Infrared (IR) Library . . . 267
Kernel Library . . . 267
Power Library. . . 268
USB Library . . . 268
Utility Library . . . 268
Wireless Networking (WLAN) Library . . . 269
Summary . . . 269
Chapter 21: Alternative Development Languages . . . 271
Lua . . . 271
Adventure Maker . . . 272
AdventurePlayer PSP. . . 273
Summary . . . 273
Chapter 22: Distributing Your Applications . . . 275
Test Fully . . . 275
Package Hacked Versions . . . 275
Include a Manual and EULA . . . 275
Upload to Multiple PSP Sites . . . 276
Get Reviews . . . 276
Please Don’t Be a Pirate . . . 276
Summary . . . 276
Chapter 23: Synchronization and Utility Software. . . 277
Software for Your PSP . . . 277
Synchronizing Tips and Caveats . . . 279
Memory Sticks. . . 279
Audio . . . 279
Photos . . . 280
Carrying Cases. . . 281
Backing Up Your Games . . . 282
Backing Up Games to Your Computer . . . 282
The PSP’s Saved Data Utility . . . 283
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PSP Dead Pixel Checker . . . 284
PSP Stuck Pixel “Fixer” . . . 285
Recovering Data from Memory Sticks . . . 285
Summary . . . 286
Appendix A: Additional Resources . . . 287
Appendix B: PSP Maintenance and Frequently Asked Questions . . . . 293
Index . . . 307
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Introduction
W
hen I first heard about the PSP, I was ecstatic about the possibil- ities of having such powerful technology on a portable platform.Here was Sony, inventors of the incredible wizardry that went into the Playstation 2, making a portable version that didn’t skimp on fea- tures, and in fact was actually in-tune with the wants and needs of modern gamers and computer geeks! Built-in Wi-Fi, full media playback capabili- ties, expansion using Memory Sticks instead of some weird, expensive for- mat, a USB 2.0 port — it even played games! Wow, talk about a platform waiting not only to be played, but hacked to all get out. I was the first per- son in line at midnight at a Game Stop in Indianapolis, Indiana. I plopped down the money, ate a few free doughnuts, and went home to see what my new toy could do.
So here we are, months later, and I’ve learned so much it’s hard to fit it all in a book. In that time I’ve programmed the PSP, figured out new interesting shortcuts on the device, found ways around limitations of the device, and even bought a second PSP along the way so I could have a guinea pig. And here you are, reading this book wanting to find out how to do the same.
Well, let’s not waste time — read on and see what possibilities the PSP has in store for you.
What Is Hacking?
Hacking is the action of effective (many times creative) solutions to solving difficult types of problems. Years ago, hacking was considered a good skill to have. It’s unfortunate that, these days, with all the viruses, trojans, phishing schemes, operating system vulnerabilities, the list goes on, it’s considered bad, and can even label you a criminal. Seventh graders want to learn to
“hack” so they can get their l33t warez and songs off bittorrents.
Software and hardware engineers tend to fall into the hacker category, as they come up with ways to make systems do things that were never origi- nally intended. Sure, these “hacks” may get around certain limitations pur- posefully imposed by the original system developer, but more often than not it’s to exploit a system’s full capabilities. What geek doesn’t want to make their system the baddest, fastest, most awe- and envy-inspiring system ever designed?
˛ What is hacking?
˛ What do you need?
˛ Will you void the warranty?
˛ How to read this book
chapter
in this chapter
2 Introduction
In the PSP, Sony has engineered a true marvel of technology. Combining amazingly powerful data and media processing capabilities with a slim, long-life, portable form factor, Sony has lit- erally started the next generation of media on-the-go. Competitors such as Apple, Creative, iRiver and many others are sure to latch onto the ability to have any type of media, anywhere you go. Add into the equation the power of built-in wireless Internet access, and any number of productivity and media applications, coupled with the high-resolution screen, and the PSP truly becomes a one-stop device.
Unfortunately, Sony has limited the capabilities of the PSP by letting only humongous game companies write applications for it, and letting it play only limited (yet omnipresent) music and media formats with no chance for the grass roots developers, now called “hackers,” to write powerful applications and build an industry around the PSP. Many companies have done this before, and hackers have always found a way around it. In this book we’ll make the PSP do a lot of the stuff we know it can do.
If you haven’t “hacked” before, never fear. I am going to hold your hand through the process, explaining every step. Every chapter is organized so a novice can do the projects, but a profes- sional isn’t bored (or, at least, that’s what I have tried my best to do). Furthermore, if you have any questions, you can go to the official Hacking the PSP Web site at www.hackingpsp.com and post a message on the forums, or e-mail me from that very same site, and I will do my best to answer your questions as thoroughly and expediently as possible.
This book has two Web sites associated with it. The first is www.wiley.com/go/
extremetech, which is the publisher’s Web site for ExtremeTech titles. There you can find information about this book; about my other book, Geek My Ride; and about all the other great ExtremeTech titles. The other Web site, www.hackingpsp.com, is one I maintain for the book myself. You can contact me through that Web site, and I will strive to post new PSP hacks there as they become available.
What You Need for These Hacks
For the majority of these hacks, any PSP will do. There have been many firmware revisions (also called “system software” revisions) for the PSP. The first PSP, released only in Japan, was version 1.0. The U.S. PSP launched with version 1.5. Updates have been released — versions 1.51, 1.52, and 2.0, among others.
The only sections that are truly affected by firmware versions are the programming chapters, and the ability to run “homebrew” applications that you download from the Internet. There have been hundreds, if not thousands of homebrew applications released, ranging from simple console applications to neat games to PDA-like applications to old game system and Linux emulators.
PSP firmware 1.0 allowed you to run these homebrew applications without any modification. PSP firmware 1.5 attempted to lock out homebrew applications (apparently, Sony doesn’t want you 03_778877 ch01.qxp 12/5/05 8:22 PM Page 2
running software on your PSP from which they get no royalities). Hackers got around this lim- itation with a few “exploits” that let you run the homebrew software on the U.S. PSPs, which shipped with only firmware 1.5.
Exploit — A routine that exposes a vulnerability in a piece of software to enable other function- ality or execute other code that normally wouldn’t be allowed to run.
With a firmware update feature built into the PSP, Sony quickly released a “System Software Update” (version 1.51) that was supposed to “increase the security of the PSP operating sys- tem.” This was code for “we’re gonna stop the hackers with this update.” The update appeared to have foiled anybody’s attempt to launch homebrew applications from then on until some genius hackers were able to take advantage of an exploit in Sony’s PSP operating system and downgrade a version 2.0 PSP to version 1.5. Other attempts have been made to re-enable homebrew applications to run on firmware versions 2.01 and beyond, but as of the writing of this book that had not been completed successfully.
It’s always a good idea to update your PSP manually instead of using the built-in update feature.
This way, you get to keep the EBOOT.PBP, which is the application that updates your PSP. Should you need that EBOOT again, you will have access to it — otherwise you can’t “roll back” should you need to. This is a good practice to get into for any hardware platform you are hacking: only update when you need to, and always have a backup!
Of course, over one million PSPs have been sold with the 1.5 firmware, so chances are your PSP came with that version. (You learn how to check your firmware version in Chapter 19,
“Running Homebrew Applications.) You can also find version 1.5 PSPs in stores that sell used equipment, such as GameStop, EB Games, eBay, and many others. If your PSP came with or you have upgraded to firmware 2.0, which includes a host of new features as well as an official Sony Web browser, you can still downgrade that device to 1.5 using the hack in Chapter 16,
“Reverting from a 2.0 PSP to a 1.5 PSP.”
Either way, you can enjoy all of the hacks in this book, except the programming hacks, with any version of a PSP. Of course, if you want to program the PSP, I recommend getting a ver- sion that can run the hacks, because it’s a lot of fun (then again, I’m a software developer).
Another item you should have handy is a USB cable to connect your PSP to your computer (these are usually mini-USB to full-size USB cables, available from any computer or electronics store). The only way to get data on your PSP effectively is through the USB port on the top of the device. Of course, you could use a Memory Stick reader connected to your computer, but the USB cable is much, much easier.
I hope you have a lot of fun with this book. It’s been great putting all these hacks to the test, and I’ve spent the money to learn my lessons so you don’t have to. The PSP is a great device, not just a toy, and I hope you get the most out of it by reading and doing everything in this book.
Let’s get going!
4 Introduction
Regarding Your Warranty
There’s no nice way to say it: Some of the hacks in this book may void your PSP’s warranty.
The majority of the hacks will not void your warranty. However, taking apart your PSP, run- ning homebrew software, downgrading your firmware — these hacks are taboo per the war- ranty. Of course, if you don’t tell Sony that’s what “bricked” your PSP, they’ll probably fix or replace your unit anyway. I have done my best to point out any hacks that may cause potential warranty issues, but it should be pretty obvious that if you try to change the inner workings of your device, you’re likely voiding the warranty (but hey, that’s half the fun, right?).
Bricked — The action of killing your PSP, making it the equivalent of a $250 brick.
How to Read This Book
I’ve written this book so you can turn directly to any project and get started. Pick your fancy — if you want to start moving video to your PSP, check out Chapter 10, “Video Hacks.” If you want to get started in PSP programming, head on over to Chapter 17, “Programming the PSP:
Setting Up the Development Environment.” All chapters with projects that require equipment beyond your PSP will give you a shopping list so you have everything before you start.
How This Book Is Organized
Here’s an overview of how I’ve grouped related hacks in this book. Feel free to skip around as much as you like — I’ve written this book to be flexible so you can start pretty much anywhere.
However, with the programming chapters, I suggest you start with Chapter 17, which covers setting up your development environment, just to make sure you cover all the bases (as you should do when learning any programming language).
Keep in mind that new hacks come out all the time. I will do my best to put new hacks up on the official Hacking the PSP Web site at www.hackingpsp.comso you can dive even deeper into making your PSP perform ever-cooler feats.
Networking Hacks
This section of the book covers hacking the PSP to enable Web browsing, using instant mes- saging and RSS applications on your PSP, increasing the speed of your Internet surfing and wireless multiplayer gaming, and more.
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Audio Hacks
This section goes over the PSP’s powerful audio capabilities, including how to get the best results when moving audio to the PSP, using your PSP like an iPod shuffle, synchronizing your music collection with your PSP, and much more.
Video Hacks
Your PSP is an awesome movie machine. This chapter tells you how to get the most video enjoyment out of your PSP — from UMD-Video discs to movies you put on a Memory Stick.
From putting your TiVo and ReplayTV shows on your PSP to tips on conversion and more, you’ll find what you want to know about Video and your PSP in this section.
Image Hacks
Share your images, view comic strips, take your documents with you — learn how to leverage the image viewing capabilities of your PSP to maximize fun!
Game Hacks
Use a single UMD cartridge for multiplayer instead of requiring a copy for every PSP, back up and restore your games, change your game backgrounds, and more!
Homebrew Applications and Programming
Don’t let the title scare you — even if you’ve never programmed before you’ll get something out of this section. I walk you through how to run the hundreds, if not thousands, of applications freely available for download all over the Internet. I even teach you how to write your own applications, how to share them with your friends, and where to go for more information.
Appendixes
Following the project chapters are the appendixes. Appendix A includes Web sites for learning more about PSP development and getting games and utilities, forum sites and blogs, and third- party hack and add-on manufacturers, as well as how to contact Sony technical support.
Appendix B covers what to do when something goes wrong. I’ve also included a Frequently Asked Questions section so you can quickly find answers to common questions, such as where to find UMD repair tools, how to find replacement LCD screens and motherboards, and even how to save your PSP after you’ve spilled Red Bull or Bawls on it.
6 Introduction
Conventions Used in This Book
As you read through the book, you’ll see various icons to alert you to notes of interest, cautions, warnings, tips, and other helpful recommendations. The following are some examples of the various icons used throughout the book.
These icons pertain to items of interest related to the subject at hand. Although you can safely skip these, I recommend that you read them at your leisure.
These are recommendations of best-practice methods, ways to save time or money, and infor- mation on the best approaches to this book’s projects.
Terms used by hackers that may be new to you are defined when they are first introduced in the text.
These give you valuable information that helps you avoid making serious mistakes in performing various steps. Although Cautions are not as serious as Warnings, you should pay heed to these, so that you don’t experience equipment malfunctions or other related frustrations.
Warnings contain important information you should read. The information in warnings will help keep you out of trouble, such as protecting your PSP from damage and warranty concerns, los- ing data, and possibly even save you from getting arrested.
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Overview of the PSP
I
t’s always good to know the specifications of the system you’re about to hack. Let’s go over what Sony likely has planned for the PSP, what makes it tick, and what makes it so cool.Sony’s PSP Strategy
With the PSP, Sony is not just going for the wanna-play-all-the-time- gimme-awesome-graphics gamer. Instead, their focus is on a great gaming device that can do “everything else” and attracts the young, the teens, the twenty-somethings, and older audiences. Younger audiences will want the games and movies, while older audiences, through a brilliant “buy UMD movies everywhere and play media anywhere” strategy, will buy the unit as a portable movie player and media device. When the Playstation 3 comes out, Sony will integrate the media capabilities of the PSP with Playstation 3’s media center focus and extend the “media anywhere” gaming and media solution. Coupled with the wireless Internet capabilities, Sony could poten- tially deliver home media stored on a Playstation 3 (or other Sony devices) to the PSP anywhere you can get Wi-Fi access. Pretty cool, huh?
Full Technical Specifications of the PSP
Here are the fairly official technical specifications of Sony’s flagship handheld:
䡲 Size: 170 mm (6.7 in) in length, 74 mm (2.9 in) in width, and 23 mm (0.9 in) in depth, weighs 280g / .62 lbs (Source: Wikipedia) 䡲 Processor: 32-bit MIPS “R4000” 4KE or 24KE, dual-core. Primary
core is for standard system functions, including hardware-based data decryption. Second core, called the “Virtual Mobile Engine,” is for graphics processing, including native H.264 decoding.
■ Speed: 1-333 MHz (although Sony has made mention to a cap of 222 MHz to conserve battery life)
Programmers can get around the 222 MHz barrier in code.
■ Runs on 0.8 to 1.2 volts
■ Designed using a 90-nanometer process
˛ Sony’s probable PSP strategy
˛ Technical specifications
˛ Firmware versions
˛ UMD
chapter
in this chapter
8 Chapter 2 — Overview of the PSP
䡲 Graphics: Runs at 166 MHz, reconfigurable to handle particular processing tasks.
■2 megabytes video memory
■Supports a maximum of 33 million polygons/second, although the effective poly- gon performance is likely much lower (many critics don’t like the “max” polygons rating because it excludes the use of effects like lighting, fog, and so forth)
■664 million pixels/second maximum fill rate
■512-bit interface
■Supports 16-bit and 32-bit color modes (32,768 colors and 16.77 million colors) 䡲 Audio: Supports Stereo sound, Dolby Headphone sound. Supports playback of WAV, ATRAC and MP3 (MPEG-1 Audio Layer 3) audio in Firmware 1.0 and 1.5, and adds AAC (MPEG-4) audio in Firmware 2.0.
䡲 Display: 4.3" (diagonal) 480 ×272 Widescreen display, 16:9 aspect ratio, just like widescreen DVDs and HDTV
䡲 RAM: 32MB of RAM. 4MB of DRAM; half (2MB) is connected to the main core, and the other 2MB is for media processing functions.
䡲 Storage: The PSP has the following storage capabilities:
■Sony Memory Stick Duo slot takes only Memory Stick Duo media (although Chapter 3, “Quickies,” covers using standard Memory Stick media, which is usu- ally cheaper).
■UMD discs support up to 1.8GBeach and basically any type of data. Official for- mats include UMD-Game, UMD-Video, and UMD-Music. This appears to be based on Sony’s MiniDisc format.
■USB 2.0 port supports data transfers up to 480 megabits/second.
■Supports sharing of files on inserted Memory Stick with a USB-capable computer.
䡲 Power: Includes 1800 mAh Lithium Ion (LIon) battery, provides 4–6 hours of battery life (Sony offers an official 220 mAh battery as well, and third parties such as Datel have batteries providing 3600 mAh).
■A/C charger included with package yields 2000 mAh
■Capable of charging using power provided via a computer’s USB 2.0 port 䡲 Networking: Built-in 802.11b (11 megabits/second max throughput) wireless supports
both ad hoc (computer-to-computer) and infrastructure (device-to-access point) modes.
■IrDA (Infrared Data Association) line-of-sight communications
■IR Remote (SIRCS compliant), although no “official” remote control software was available at the time this book went to press
■Potential to use USB port for other networking devices, should they ever be released
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䡲 Navigation system: Uses Sony’s XMB, or Cross Media Bar, interface, used in some Sony TVs and their PSX product. (I call this the “PSP Navigator” in this book.)
䡲 Region coding: Supports region coding of games, music, movies, and photos on UMD discs, similar to how DVDs do the same thing to prevent media use in other regions of the world.
Video Capabilities
Everything considered, the PSP’s graphic capabilities are roughly the equivalent of the PS2. But how can that be? Well, the PSP’s 480 ×272 maximum resolution is quite a bit less than a PS2’s 1280 ×1024, but its rendering capabilities for the 480 ×272 resolution match what the PS2 can do at 1280 ×1024. So what does this mean to you? It means PS2 games should easily be ported to the PSP, and the graphics should be similar if not identical. Take a look at Table 2-1.
Table 2-1 The PSP’s graphics capabilities compared to modern-day consoles and handhelds
Video Main
Max # of memory Memory
Game system polygons/sec. Max resolution Max colors (VRAM) (RAM)
PSP ~33,000,000 480 ×272 16.77 million 2MB 32MB
(likely much less with lights, fog, and so forth)
PS2 ~75,000,000 1280 ×1024 16.77 million 4MB 32MB
(likely only
~13,000,000 with lights, fog, and so forth, according to Wikipedia)
Xbox ~116,500,000 1920 ×1080 16.77 million Up to 64MB
(likely much less 64MB
with lights, fog, (shared
and so forth) with main
memory using
shared-memory architecture)
Continued
10 Chapter 2 — Overview of the PSP
Table 2-1 (continued)
Video Main
Max # of memory Memory
Game system polygons/sec. Max resolution Max colors (VRAM) (RAM)
Game Boy DS ~120,000 256 ×192 262,144 656KB 4MB
(likely much less with lights, fog, and so forth)
Game Boy Not applicable, no 240 ×160 511 colors on 96KB 256KB
Advance 3D acceleration screen at once
out of 32,768 colors (16-bit)
Battery Life
Compared to other portable gaming systems, the PSP is not only more powerful, it’s also more power hungry. Indeed, with a 333 MHz processor, ultra-bright widescreen color display, wire- less networking, and an optical UMD drive to run, the battery is working overtime to make sure you stay entertained for hours on end. Thankfully, Sony has included a rechargeable 1800 mAh Lithium Ion battery to help out — normal alkaline batteries wouldn’t survive the load for long and would be darn expensive to replace all the time.
On a full charge, you will get (and independent organizations have confirmed this) up to six hours of battery life when playing video games, and up to four hours for movies. This is assum- ing you’re running the screen at half intensity and half volume with wireless off. I tend to run with the brightness and volume all the way up, so take about 10 percent off that figure if you play the same way. To see how other portable game systems, such as Nintendo’s Game Boy stack up in the battery-life arena, see Table 2-2.
Table 2-2 Approximate battery life of modern (2005) game systems
System Approx. battery life
Game Boy Advance 15 hours
Game Boy Color 10 hours
Game Boy DS 6–10 hours
PSP 6 hours
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Networking Capabilities
Excluding games on PDAs and cell phones, the PSP is the only mass-market game system ever shipped with robust networking capabilities: 802.11b wireless, IrDA, and a Web browser (in firmware 2.0 and above). The PSP can also update itself over the Internet, making it the first mass-market handheld product with a network update function, similar to Microsoft’s Windows Update feature and Apple’s Software Update function.
PSP Firmware Versions and Why They Matter
The PSP has a “flashable” firmware, meaning it can be updated with bug fixes, and upgraded with new capabilities. This enables Sony to support new technologies as they emerge, address vulnerabilities in the PSP software (such as Web browser and buffer overrun vulnerabilities), and keep the product competitive as the market evolves. Unfortunately for us hackers, Sony removed the ability to program the PSP on our own starting with the 1.51 “update,” which fea- tured “security updates” — just another way of saying “we don’t want software developers.” Of course, you don’t have to update to run most games on your 1.0 or 1.5 firmware PSP, and there are utilities, such as the WAB Version Changer (available from the official Hacking the PSP Web site) to get around such issues. Chapter 16, “Reverting from a 2.0 PSP to a 1.5 PSP,” dis- cusses how to downgrade a firmware 2.0 PSP (not 2.01 or higher) back to version 1.5.
If you are not going to program the PSP, the upgrades from Sony can be quite a boon. With firmware update 2.0, officially named System Software 2.0, Sony added a Web browser, enhanced wireless network access (supporting additional encryption technologies such as WPA and PSK), and support for MPEG-4, or AAC, audio files. These new features greatly
enhanced the PSP’s already impressive media capabilities. If you want to program a 1.5 PSP and still have these capabilities, I suggest acquiring two PSPs (if your wallet stretches that far), or running the hack in Chapter 16.
New hacks come out all the time. If a solution for running homebrew apps on firmware 2.01 and higher emerges, I will post it on the official Hacking the PSP Web site at www.
hackingpsp.com.
Always keep your update EBOOT.PBP files so you can use them again later if necessary.
Chapters 16 and 19 explain EBOOT.PBP files and their use in more detail.
Table 2-3 shows the features enabled by the various Sony firmware updates since version 1.0.
12 Chapter 2 — Overview of the PSP
Table 2-3 PSP firmware feature sets
Firmware version Capabilities
1.0 Original Japanese release.
1.5 Original U.S. release. Added copy protection, disabling the native ability to run homebrew applications. The KXploit, covered in Chapter 19, “Running Homebrew Applications,” handles running these applications on this firmware.
A notable change in the U.S. version: the X and O button functionality was reversed (O goes back and X is select, whereas it was the opposite in Japan).
1.51 Added “security updates,” which simply disabled the KXploit’s ability to run.
No games required the 1.51 update. If you have a game that requires 1.51, and you have 1.5, you can use the WAB Version Changer to trick the PSP into thinking it’s running 1.51.
1.52 Added “security updates” as well as UMD Music support. No games appeared to require the 1.52 update. If you have a game that requires 1.52, and you have 1.5, you can use the WAB Version Changer to trick the PSP into thinking it’s running 1.52.
2.0 Added a Web browser, MPEG-4 audio support and additional image format (TIFF, GIF, PNG and BMP/Bitmap) support. New video playback capabilities were added, including a “Go To” format and 4:3 “Full Frame” video playback mode. Personalizaiton features were added, including the ability to change the color of the background and to add a wallpaper, or background image. Also provided additional “security updates” and some new operating-system functionality. Some games check for the existance 2.0 firmware. At the time of this book’s publication, a hack was not readily available to reliably run homebrew applications on firmware 2.0. More information about this massive update is available on Sony’s Web site.
UMD, the “Universal” Media Disc
UMD, or Universal Media Disc, is the official distributed media format for the PSP. You can use Memory Stick Duo media (and standard Memory Sticks as well, which is discussed in the next chapter); however, most PSP games utilize UMD discs, which for the time being cannot be copied (although it is possible to “dump” their contents to the Memory Stick using certain utilities this book does not discuss).
UMDs are optical discs that can hold up to 1.8GB of any type of data, just like a DVD or CD.
The “official” UMD formats are UMD Game, UMD Music, and UMD Video. In addition to game distribution houses, Sony has licensed a number of movie studios (such as Universal, Paramount, and New Line Home Cinema) to release UMD Video titles. Sony has also dis- cussed submitting the format for standardization, but this seems unlikely for the near future, as control over the recorders would become an issue due to piracy.
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Piracy is likely the reason for the proprietary UMD format, plus the fact that it appears to be based on the HiMD MiniDisc media format, a product Sony failed to bring to successful mass-market penetration many years ago. Hackers have already figured out a way to dump the data from a UMD to a CD or DVD, but Sony attempted to stop this type of copyright infringement in firmware update 1.51.
Here are the specifications for the UMD media format (source: Wikipedia,http://
en.wikipedia.org/wiki/Universal_Media_Disc):
䡲 ECMA (an international standards body) standard number ECMA-365: Data Interchange on 60 mm Read-Only ODC (optical disc cartridge). More information on the standard can be found at http://www.ecma-international.org/
publications/standards/Ecma-365.htm. 䡲 Capacity: 1.8 GB (UMD)
䡲 Dimensions: Approx. 65 mm (W) ×64 mm (D) ×4.2 mm (H) 䡲 Diameter: 60 mm
䡲 Maximum capacity: 1.80GB (single-sided, dual layer) 䡲 Laser wavelength: 660 nm (red laser)
䡲 Encryption: AES 128-bit (decryption of which is built into the PSP’s hardware) 䡲 Conforms to ISO-9660 file format, the same as CDs and DVDs.
䡲 A good site to discuss the UMD format is UMD Talk,http://www.umdtalk .co.uk.
Summary
In this chapter we went over what makes the PSP tick, and why it’s so darn cool in so many ways. Now that you (hopefully) appreciate the fundamentals of the system, let’s get to hacking!
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Quickies
J
ust to whet your appetite, let’s get started with these simple, yet incredibly useful, hacks.Using Non-Duo Memory Sticks
Don’t want to shell out all that extra cash for a Memory Stick Duo when the full size Memory Sticks are on sale all the time? Here’s your answer:
retrofit an adapter to work with your PSP. This hack works for both stan- dard full-size Memory Sticks and full-size Memory Stick Pros.
In a funny sort of way, you can also stick your Memory Stick Duo into the full-size Memory Stick adapter included with most Duos and use your Memory Stick Duo in this adapter. Fairly worthless, but a funny trick.
There is another path, my young Jedi — there are adapters for sale on the Internet that do the same thing. Go to the PSP-Hardware Web site at http://psp-hardware.comto buy one if you don’t want to build it yourself.
I must give credit where credit is due. The first person to report this was
“ZMcNulty” on the PSP Vault Web site at http://psp-vault.com. Here’s what you need to do this hack:
䡲 Expansys Memory Stick Expansion Jacket ($30 from http://
www.expansys-usa.com/product.asp?code=P800_
MSEXP)
䡲 Memory Sticks you want to use
䡲 A Dremel with a sanding bit (bit usually comes with the Dremel;
see Figure 3-1)
˛ non-Duo Memory Sticks
˛ Viewing eBooks
˛ PSP storage
˛ Syncing with your computer
˛ Changing the background and wallpaper
˛ Saving Xbox games
˛ Reducing screen glare
chapter
in this chapter
16 Chapter 3 — Quickies
FIGURE3-1: Dremel sanding bit
The PSP appears to be limited to using Memory Sticks (including Memory Stick Duo) up to 2GB.
Anything beyond that it may not support, so verify that the Memory Stick you purchase is com- patible with your PSP before you spend good money on something you can’t use.
Step 1: Sand Down the Duo Connector So It Fits Properly in the PSP
The Expansys jacket has two main components:
䡲 The adapter that holds the standard Memory Stick
䡲 The ribbon cable that has the Memory Stick Duo connector for use in your PSP 05_778877 ch03.qxp 12/5/05 9:22 PM Page 16
Right now you need to work with the ribbon cable and its adapter. Unfortunately, the adapter has a small piece of metal that prevents it from fitting in the PSP’s Memory Stick Duo slot, so you need to dremel it down a bit. Using a sanding bit on a Dremel (it is round and looks like sandpaper and usually comes with the dremel), you need to remove the metal near the slanted ridge, as shown in Figure 3-2. Just do a little at a time, and then it should fit fairly snugly in your PSP. You should even be able to close the PSP’s protective door, shown in Figure 3-3.
FIGURE3-2: The sanded down adapter
ì before”
metal removed
18 Chapter 3 — Quickies
FIGURE3-3: The adapter in the PSP’s Memory Stick Duo slot
Step 2: Attach the Adapter Ribbon Wire to the Memory Stick Adapter Case
Now you have to attach the ribbon cable to the standard Memory Stick adapter casing. The ribbon cable connects to the adapter’s circuit board using a ribbon cable holder. This is easier than it looks. Just follow these steps:
1.Gently pull the black tabs on the ribbon cable connector out about 4 millimeters (basi- cally, as far as they’ll come out with some gentle rocking).
2.Insert the ribbon cable with the metal connectors up, with slight pressure to get the rib- bon all the way into the connector.
3.Move the tabs back into place to secure the cable.
You can see the result in Figure 3-4.
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FIGURE3-4: The ribbon cable properly connected
Step 3: Use the Memory Stick
Now you should be able to insert any Memory Stick into your adapter case and it should work fine. You can also retrofit the case as you see fit, because most of the plastic and circuit board isn’t necessary, so cutting down the board isn’t a bad idea if you know what you’re doing.
Viewing eBooks on Your PSP
Even though there is no “official” eBook reader for the PSP, you can still attempt to transfer text files, word documents, PDFs, eBooks, and more to the PSP just by “printing” them out as images. There are a few different approaches to this, of course:
䡲 Use the PSP’s image viewer to view the pages of your book using an image builder such as PaperlessPrinter or JPEGBook. The benefit to this approach is you can use it any- where, because all you need is a Memory Stick with your “book” on it. The drawback is the books are huge.
black cable release tabs
20 Chapter 3 — Quickies
䡲 Hack the Web browser in Wipeout Pure to show your book as HTML, with graphics and everything. Hacking Wipeout’s Web browser is explained in Chapter 6, “The Web on Your PSP.” The benefit here is you can view the book with its graphics without using a lot of space on a Memory Stick, because you can just serve the individual chapters, pages, or whatever sections of the book you like with your Web server.
With the hardware RSA decryption and its fast processor and highly readable display, the PSP is well prepared for a developer to write an eBook reader for it. Time will tell.
You can use the Paperless Printer and JPEGBook products to convert any document into a file viewable on your PSP, not just eBooks.
Converting eBooks with PaperlessPrinter or JPEGBook
You can use either the PaperlessPrinter or JPEGBook program to convert text documents to images for viewing on your PSP. However, JPEGBook supports only text documents, so if you want to convert any other type of document, you’ll have to use PaperlessPrinter. If you have a Mac, you’re pretty much stuck with JPEGBook (available from http://www.fumi2kick .com/jpegbook/).
Here’s what you need:
䡲 PaperlessPrinter (free, download it from http://www.rarefind.com/
paperlessprinter/downloads.html).
䡲 An eBook or other similar document that allows printing. (Some eBooks, PDFs, and even Microsoft Office documents don’t allow printing because of security concerns. Of course, there may be applications out there that remove such flags, but who knows.) 䡲 A Memory Stick capable of holding the converted pages. Assume 15k per page at high
quality, and 4k per page at low quality.
Step 1: Transfer the eBook
Now that you have what you need, transfer the eBook you want to print.
Step 2: Install PaperlessPrinter
This step is fairly self-explanatory. Download the software, and then install it. PaperlessPrinter shows up as an available printer in any print dialog box, so you use it like any other printer, except its output isn’t on paper. Its files represent pages of your document.
Step 3: Open the eBook or Document in Its Appropriate Reader
Open your eBook or document in its appropriate reader. This usually involves just double- clicking it as you normally would.
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Step 4: Configure PaperlessPrinter to Print the Document
Once the program has opened, go to its File menu and select Page Setup (or Printer Setup, or a similar printer configuration option). When the setup box comes up, select the PaperlessPrinter icon or list item (see Figure 3-5), and click Properties. When the Preferences window comes up, click the Settings tab, and then set the Page Size to Custom, and 3.5 ×11 inches, as shown in Figure 3-6.
FIGURE3-5: The PaperlessPrinter icon in the Page Setup box
FIGURE3-6: Setting the custom paper size
22 Chapter 3 — Quickies
In Microsoft Office applications, the process is a bit different. Instead of going to Page Setup, you select Print, select the PaperlessPrinter in the Print dialog box, click Properties, and then select Close instead of Print, as shown in Figure 3-7.
FIGURE3-7: The Print box in Microsoft Office with the Close option
Step 5: Print the Document
Now that everything’s configured, select File, then Print, and make sure Paperless Printer is still selected (it should be).
When you click Print, you are given a list of the formats you can save your document in (see Figure 3-8). Select JPEG and click OK. Then slide the quality to 40 percent (which should be good enough for easy reading, but you can always adjust this to your tastes), and make sure you save everything in gray scale unless you really need color.
FIGURE3-8: The image format selection dialog box 05_778877 ch03.qxp 12/5/05 9:22 PM Page 22
When the Save dialog box appears, save the resulting documents in a folder with the name of the eBook or document you are transferring (see Figure 3-9). There may be a lot of images, so it’s important you keep them organized. Printing can take about one minute for every 100 pages (or less on faster systems), so be prepared to wait.
FIGURE3-9: The image tuning settings dialog box
Step 6: Copy the Images to Your Memory Stick
Connect your PSP via USB and copy the entire directory of images you created with
PaperlessPrinter from your PC to the PSP \ PHOTO directory on your PSP. Do not copy the files individually — copy the entire folder by dragging it onto your PSP, as shown in Figure 3-10. The reason you want to transfer the directory all at once is the files are timestamped, and the PSP shows files in timestamp order, not filename order — so you don’t want your pages to be out of whack!
Step 7: View the eBook
Now that the images are on your PSP, fire it up, select Photo in Navigator and read your book (see Figure 3-11).
24 Chapter 3 — Quickies
FIGURE3-10: Copy the converted eBook to your PSP
FIGURE3-11: Viewing the eBook on your PSP 05_778877 ch03.qxp 12/5/05 9:23 PM Page 24
The PSP as a Storage Device
Armed with a Memory Stick and a PSP with an appropriate USB cable, the PSP can be used to save any sort of data file, ultimately becoming a very large “thumb” drive. The PSP ships with USB 2.0, so transferring your movies will happen at speeds (up to) 440 Mbps (megabits per second), and your capacity is only limited by the Memory Stick you have. If you don’t want to carry a bunch of thumb drives, just take your PSP with you and a decent size Memory Stick Duo and you can play games and transfer files, without carrying any extra equipment.
Here’s what you need:
䡲 A Memory Stick in your PSP’s Memory Stick slot
䡲 A USB to mini-USB cable (about $10 from any computer store; see Figure 3-12) 䡲 A computer (Mac, PC, and Linux should work fine; no drivers required)
FIGURE3-12: A mini-USB to full-size USB cable